/Engine/Source/Runtime/NavigationSystem/Public/NavigationSystem.h
Finds path instantly, in a FindPath Synchronously. Main advantage over FindPathToLocationSynchronously is that the resulting path will automatically get updated if goal actor moves more than TetherDistance away from last path node
static [UNavigationPath](API\Runtime\NavigationSystem\UNavigationPath) * FindPathToActorSynchronously ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * WorldContextObject, const FVector & PathStart, [AActor](API\Runtime\Engine\GameFramework\AActor) * GoalActor, float TetherDistance, [AActor](API\Runtime\Engine\GameFramework\AActor) * PathfindingContext, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UNavigationQueryFilter](API\Runtime\NavigationSystem\NavFilters\UNavigationQueryFilter) > FilterClass )